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Usability and Motivational Effects of a Gamified Exercise and Fitness System Based on Wearable Devices

机译:基于可穿戴设备的游戏化健身系统的可用性和激励效果

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Gamification of exercise has become a popular topic due to its motivational and engagement effects, which intends to result in increased exercise, activity, health, and fitness for everyday users. At the same time, wearable technologies have become a fast growing industry, providing consumers the ability to conveniently track their state of health and fitness efforts. Consequently, we propose that off-the-shelf commercial wearable technologies have great potential to be applied in gamification of fitness and exercise. In this paper, we utilize this concept through the design and implementation of a smartphone game application which uses wearable devices as input systems. The game supports two different wearable devices which are commercially available to end-users, and three types of activities were included in the gamified experience. These activities are performed as inputs to our mobile game. User tests evaluate the effectiveness of the combined use of games and wearable devices in promoting exercise. The usability of our proposed approach and effects of different factors within the system are also evaluated.
机译:运动的游戏化由于其激励作用和参与作用而已成为流行的话题,其目的是增加日常用户的运动,活动,健康和适应性。同时,可穿戴技术已成为一个快速发展的行业,为消费者提供了方便地跟踪其健康和健身状况的能力。因此,我们认为现成的商业可穿戴技术在健身和运动的游戏化中具有巨大的潜力。在本文中,我们通过使用可穿戴设备作为输入系统的智能手机游戏应用程序的设计和实现,利用了这一概念。该游戏支持两种不同的可穿戴设备,这些设备可通过终端用户购买,游戏化体验中包括三种类型的活动。这些活动是作为我们手机游戏的输入而进行的。用户测试评估了游戏和可穿戴设备结合使用在促进锻炼中的有效性。还评估了我们提出的方法的可用性以及系统中不同因素的影响。

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